Spawn: Refers to the starting location where players spawn at the beginning of a round.Ĭommunity Terminology consists of terms created by the playerbase to facilitate quick and efficient communication.Short: A short passageway/pathway or the shorter of two pathways leading from the attacker side of the map to the site.Main: A section of neutral ground situated between a spike site and Attacker Spawn, kept out of bounds behind the barriers before a round starts.Long: A long passageway/pathway or the longer of two pathways leading from the attacker side of the map to the site.Lobby: A generic quadrilateral area close to the Defender Spawn, often used when the area doesn't have distinguishable features to give it a more specific callout.Link: A short passageway that serves as a connector between two large sections of the map, such as 'Mid to B Defender Side' or 'B Site to C Site'.Hell: A low location underneath another part of the map, usually below places regarded as "Heaven".Heaven: A high location where snipers and other long-ranged weapons are usually used from.Elbow: A tight location on a map that contains two or three 90-degree angles.Cubby: A deep corner or recessed section of a passageway that players can hide in and peek from.
Back/Back site: The parts of a spike site that are closest to Defender Spawn or the furthest parts of a site from an attacker's perspective.for a map with two Long sections where each one leads to a separate spike site, "A Long" and "B Long" can be used to distinguish between the two. These are often combined with spike-site letters or Attacker/Defender to refer to which specific place on the map you are indicating i.e. Map Terminology consists of terms used to describe parts of the maps, usually used as callouts. Thrifty: A type of round outcome where the winning team won while possessing loadouts of at least an average of 2500 less credit value than the enemy team's.Spike: A bomb-like device that agents plant/defuse in order to win rounds.Shields: Protective items that absorb a percentage of incoming damage.Orbs: Spherical objects that can be picked up after a short channel time to charge a point in your Ultimate ability in standard gameplay or equip the player with a buff in Spike Rush.Flawless: A type of round outcome where no one on the winning team died.Clutch: A type of round outcome where the round was won by the last player alive on the team.Armory: The menu where players buy their guns, abilities, and shields.In a typical 5v5 this means all allied players need exactly 1 kill.Team Ace: A type of round outcome where each player on the winning team killed a different enemy player.If the enemy Sage ults, the player can still get an ace with 5 kills as long as each enemy player was killed once.